zaphod77 wrote on 2026-09-14, 22:41:I've noticed. i'm happy for the collaboration. […]
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I've noticed. i'm happy for the collaboration.
When this is all doen we will have the following ioptions.
1) Mame. wont' go ionto a daw withotu extra work, but peopel have doen it.
2) s-mu2000, which syncs better with daw,s but still emulates.
3)MUXG2K. non emulations version which can integrate with stuff.
There is also work on reversing the S-yxg50 engine, which may provide even greater performance, being a 32 bit native pc AWM2 engine capable of using 16 bit samples, though it doesn't actually come with any of them. I'm not sure waht the holdup is there.
MUXG2K is almost ready for the next build and another round of public beta testing. This week I've completed a long slog of work recreating each effect as efficient, native DSP that sounds like the hardware. These will replace the placeholder FX used in the earlier beta, so that's a big step forward.
Once refinement of the re-imagined AWM2 engine is complete, there should be more opportunity to replace some of the emulation-style code with pure C++ DSP and get closer to the efficiency of the S-YXG50 engine. Although, S-YXG50 only uses 8-bit PCM, so it's inherently lighter than the hardware DPCM we're dealing with.
I did initially look at reverse-engineering the S-YXG50 engine, but it's a big challenge. It's limited to a maximum of two elements, so I think it would need significant development to support anything beyond the standard XG/MU50 ROM voices. It also doesn't really share much with the MU50 hardware at all.
It would be a cool pure .DLL reverse-engineering project if they can complete it, though. The code is crazily efficient from what I saw of it before deciding that it wasn't the right route for getting to the full MU2000 voice capabilities and covering everything from the earlier XG generation.